A gap — The gap in the offensive line between the center and the guards is the A gap. There is one to the right and one to the left. This is the fastest way to the QB since it’s right up the middle.

Audible/Audibling — The act of coming to the line and then changing your play. If you call something in the huddle and get to the line of scrimmage and realize the defense is doing something different than you expected, you want to call an audible. This will allow you to change your play to something you think will work better. You can set up to five audibles before the game to make sure you are ready for any situation.

Blitz — On offense, the defense may look to blitz you by bringing more defenders towards your QB than you can block. On defense, you blitz by rushing more players at the QB than your opponent can block. This leaves your coverage vulnerable, but you may force the offense into a bad decision or get a sack.

Block an HB — Blocking an HB is done by putting a player behind the line into a blocking hot route. This will help if you sense a blitz coming at your offense and want him to stay in and block.

Blue Route — This is a “block-and-release” route, which tells your offensive player whose route is blue to help block before releasing out on his route for a pass.

The Box — The area on defense before the snap where the defensive line and LBs line up. Looking at “the box” can help you decide if the defense is defending a run and has “eight defenders in the box” or not.

Bunch Set — Three players stacked tightly together on one-half of the field makes a bunch set. A bunch is great for flooding certain areas of the field. An example is Singleback Bunch.

Check Down — To dump off a short pass to the halfback or last option on a play, especially after seeing that your other options are covered.

Clicking onto a Player — This is the act of switching your player mid-play to control someone close to the action. “I clicked onto the WR and tried to make the catch.”

Depth Chart — The area of the game where you can set your lineup. Access this by pressing the pause menu and you can set which players play where.

Draw — This is a run play that makes believe the offense is passing. The QB drops back and the receivers start to run routes. Once the defense is fooled, the QB hands off to the RB, who looks for open running lanes.

Dropping a Lineman — Placing a defender on the line of scrimmage into a zone assignment. This is most common with a zone blitz play.

Empty Set — A common formation with an empty set is Shotgun Empty. The backfield is “empty” because there are five WRs in on the play.

Flat — The area of the field near the sideline in line with the line of scrimmage. The Flat is begins 5 yards outside the end - is 10 yards deep and goes all the way to the sideline - its a rectangular shape....

Flood — When you send more receivers into a certain area of the field than the opponent has coverage. One example is Four Verticals against a Cover 3 defense. You have four receivers downfield and the opponent only has three defenders deep — therefore one must be open.

Horizontal Passing Concepts — Attacking the field with a short to medium passing game that uses safe throws to keep the chains moving. This offense lacks the big plays of a vertical passing game but should yield a higher percentage of completed throws. The mesh concept is a horizontal passing concept.

Hot Route — Before the snap, you can change any of your players’ route assignments to one of eight pre-set routes based on his position. If you read that the defense is weak in a certain area, look to call a hot route or use multiple hot routes to create a new play on the fly.

Hurry-Up Offense — After a play you can call your players back to the line of scrimmage without going back to the play-call screen. The last play you called will be selected and the defense won’t be able to substitute. This up-tempo offense can be used to tire out the defense and keep them off balance. It is also known as a no-huddle offense.

Juke — Use the right stick to have your offensive player make a move to fake out the defender.

Line of Scrimmage — A horizontal plane where the ball is spotted right before it’s snapped. This is where the linemen blocking the defense take their places.

Motion a WR — Before the snap, you can highlight an offensive player (WR, TE, or HB) and have him move to a new position. When the blue circle is underneath him, use the D-pad to move him to a new position. This can create new formations and forces the defense to watch where you move your player.

Option Run — A play where the QB can either hand off the ball to his teammate or keep it for himself depending on what he sees with the defense.

Playmaker(ing) — As the QB, using turbo and the right stick to control a WR downfield and make him change direction. The time to “playmaker” is when things have started to break down in a play and the QB wants to buy some time by scrambling, allowing his WR enough time to get open downfield.

Press Coverage — When press coverage is called, your defensive back will stand close to the WR and play physical at the snap. This will force the receiver to use his hands to get off the jam at the line and can throw off timing with the QB. The danger is that if the WR can get free, he will often get good separation from the defender. This is also known as bump-n-run coverage.

Packaging — Using packages at the play-call screen with the right stick can sub specific players into the game for special situations. For example, the Dual HB package will take out the FB and place another HB into the game at his position.

Pistol — This is a unique formation where the QB takes a shotgun snap but the HB still lines up behind him. You’ll find the Pistol in the Detroit Lions playbook, for example.

Play-Action Pass — Play action involves faking a handoff to the back to try to fool the defense into thinking it’s a run. The QB still has the ball and looks to throw.

Quick Audible — Before the snap, you can quickly audible to another play if you read that the defense is weak against something. You can call a quick pass, deep pass, play-action pass, or run from any formation by using the right stick in a specific direction.

Screen Pass — Screen passes is a big drop by the QB - recievers run deep routes (hoping to take defnders to cover tyhem) - the QB tyhen passes the ball short to a player close to the LOS where offensivelinemen are out in front of him to block....

Shotgun Snap — Any formation where the QB lines up 4–5 yards behind the center, who snaps the ball to the QB in the air. This increases chances for bad snaps and most commonly is used with formations that lean heavily towards the pass. The QB catches the snap and doesn’t have to backpedal, so he is all set up to throw.

Slide Protection — Before the snap, you can tell your linemen to slide left, right, or pinch into the middle. This will help them pick up blitzers if you sense them coming from a specific area.

Strafe — On defense, strafing will square your hips to the line of scrimmage and give you better control of your player. You will not be able to move as fast when strafing.

Swat — Having your defender try to knock the ball down rather than go for the interception. He looks to knock away the pass, which gives him more range and can be safer than trying for an interception.

Tight Set — Tight sets bring your receivers into the middle of the field rather than out wide as in most formations. This will create a lot of action in the middle of the field and force the defense to bump into each other as they try to cram into a tight area. Shotgun Tight Flex is a tight set.

Trips Set — These formations place three eligible recivers onto one side of the field. This forces your opponents to shift their attention towards that side since there are more players on that side of the field. Trips sets are great for flooding zone coverages. Shotgun Trips is one example.

Truck — A ball carrier who tries to run over a defender when being tackled is a truck. Trucking is most common with power backs, especially near the goal line.

Under Center — Any formation where the QB lines up directly behind the center and takes a handoff directly from him. This is the opposite of a shotgun snap.

Usering/User Control — When you actively control a player during a play. Whatever player you use on defense is who you are “usering.” The best players believe they can make more plays than if the computer was controlling the same player.

User Catch — The act of clicking onto a WR and holding the catch button to go after a pass.

Verticals Passing Concept — This passing concept looks to stretch the field aggressively towards your opponent’s end zone. Most often the deep pass audible, by flicking the right stick right, will give you this style of play. The most common way to attack the defense is with “four verticals,” which looks to flood coverage deep by sending all four receivers deep downfield.

ZFarls Swoop — A manual juke move with the left stick that ZFarls popularized.

Zone Blitz — The art of bringing pressure from one area of the field while dropping defenders into another. This is a tactic used to confuse the offense.

Defensive Playmaker Adjustments

Blitz — You can make any selected player blitz by using this hot route command, a.k.a. a blitz straight down since the players’ rush angle will appear straight down on the screen.

Buzz Zone — The “curl to flat” zone defender will drop 8–10 yards deep and defend the curl; if there is no route threatening that area, he will move to the flat. A buzz zone is also known as a purple zone because of the zone color.

QB Contain — This hot route will make sure your defender watches the QB if he looks to run outside the pocket. It is a great way to stop scrambling QBs who try to run outside the defense.

Deep Zone — This dark blue zone will drop back and play deep assignments.

Hook Zone — This yellow zone will guard a 3- to 5-yard radius around wherever it is assigned. It is great for covering the middle of the field.

Flat Zone — This light blue zone will drop down and play the flat. It is great for guarding short throwing offenses and players who like to dump off passes to the HB.

QB Spy or QB Spies — A QB spy tells your defender to watch the QB and attack him if he runs past the line of scrimmage. This is a great way to stop scrambling QBs. This route also helps stop short throws right over the middle.

Offensive Hot Routes

Block-and-Release — This blue route tells your back to help block before releasing to the flat.

Curl — The WR starts out on a straight pattern and turns around sharply after 8–10 yards.

Drag — A drag runs straight across the field after a 2-yard move forward.

Fade — This route starts the WR moving a few steps towards the sideline and then runs straight downfield.

Flat — A short route by the HB that runs to the flat and gives the QB a short option near the sideline.

Slant — This route starts like a streak for a few steps and then breaks sharply at an angle across the field.

Wheel — This route starts like a flat route but cuts upfield on a streak once it reaches the sideline.

Zig — A zip appears to start like a slant route, but the receiver pivots and cuts back to the outside towards the sideline.

Smart Route — By pressing down on the right stick, you can tell your WR to run his route to the first down marker. This is great for third-and-long plays where the standard route won’t run far enough downfield.

Positions

Offense

Quarterback (QB) — The player who takes the snap from the lineman and either hands off, passes, or runs the ball.

Halfback (HB) — The player who usually lines up behind the QB and takes handoffs on run plays (a.k.a. RB — running back). On pass plays he can either run a route and become a receiver or stay in to help block.

Fullback (FB) — Lines up in front of the HB and looks to block players trying to tackle the HB. Can also catch and block on pass plays.

Wide Receiver (WR) — Receivers line up outside the linemen and look to get open downfield on pass plays. The QB looks to throw them the ball and they can run after they catch it.

Tight End (TE) — Most commonly lines up outside the linemen and can either block on run plays or go out on pass plays.

Slot Receiver — This receiver lines up outside the tackles and is a receiver but lines up inside the farthest WR. These players most often run routes over the middle of the field or look to use their speed to get deep.

Offensive Linemen (OL) — These players block for the QB and HB. The center is in the middle and snaps the ball to the QB on every play.

Defense

Defensive End (DE) — The defensive end matches up against the other team’s lineman on the outside and is most known for trying to sack the QB on passing plays. You have two DEs on the field in most situations (3-4 and 4-3 defenses).

Defensive Tackle (DT) — The DT plays in the middle of the defensive line usually closest to the center. He is mostly known for plugging up the middle and is usually one of the biggest players on the team (there’s one DT in a 3-4, two in a 4-3 defense).

Outside Linebacker (OLB) — These LBs line up outside and can cover receivers or blitz on pass plays. They must tackle anything that gets past the line on a run play. You have two OLBs on the field in a 3-4 and a 4-3 defense.

Middle Linebacker (MLB) — This player controls the middle of the field for the defense. He stands behind the defensive tackle and must tackle everything that comes through the middle. You have two MLBs in 3-4 and one in a 4-3 defense.

Cornerback (CB) — These players play outside and must cover the WRs on passing plays.

Free Safety (FS) — This player backs up the cornerbacks and helps give them support in the passing game.

Strong Safety (SS) — This player helps in the passing game but can also be brought towards the line of scrimmage to help in the run game as well.

a few more terms that i copied and pasted from anotyhe rpost i made (where i had to correct the original poster because the info he was providing people was just OTL) lol

my defintions of some of the terms above - hope it helps...

Divequick-hitting offensive play in which a running back ball carrier goes straight through an A or B gap with no lead blocker; a great many teams use dive right as their first play of the game apparently on the theory that it is the simplest play and will allow the team to settle down before running more complex plays; should be aimed at a bubble in the defense

Sweep/Toss/Pitchpitch by quarterback to a tailback running wide; usually preceded by a reverse pivot; also the short name of a sweep play utilizing that method of getting the ball to the tailback

Counteroffensive misdirection play involving several steps by the ball carrier and possibly other backs away from the actual point of attack, before he changes direction to go toward the actual point of attack, often involves a pulling lineman who executes a trap block

Lead/ISO/Blastoffensive play in which a fullback goes through a bubble to block a linebacker followed by a ball carrier

Misdirection playa type of offensive play that seems to head in one direction, then goes in another; reverses, traps, and counters are misdirection plays; may involve faking to one back going one way and giving to another back going another way or may involve change of direction by a back

Optionplay in which an offensive ball carrier has the choice of keeping the ball or passing, handing, or tossing it to a teammate; typically a triple option, speed option, or run-pass option play; a defender who serves as an option key need not be blocked; rather, he will be eliminated from the play by making him attack a player who no longer has the ball when he arrives at that player; option running plays, in effect, give the offense an extra player in comparison to other indirect-snap offenses in which the quarterback hands the ball off or tosses it to another offensive player so early that the defenders can generally ignore the quarterback thereafter; also the run-pas option play where the ball carrier has the option to either run or pass depending upon which looks best at the moment

Drawrunning play in which a quarterback drops back as if to pass then suddenly gives the ball to a running back standing next to him or runs with it himself; path of the run is up the middle;

Trapblock or play involving such a block on the outside of the point of attack in which the blocker is a lineman who pulls out of the line on the snap and blocks his target defensive lineman outward from the inside

Bootlegroll out by a quarterback who is pretending he does not have the football; so called because some coaches taught their quarterbacks to hold the ball with one hand on the back of their hip or thigh to conceal it from the defense

Bandwagon Jumper – a player who only uses elite teams rather than switching around or staying with their favorite team.

Bum- Usually a player that glitches or does something that is not considered playing fair or a high level player that plays only low level players.Bum Hunter – a player who only plays others that are a much lower level than they are in order to win more games than they otherwise would.BNR- Bump and Run coverage

Cheese- A play or playing style that is considered unethical or not fair. It isn’t a glitch but it is frowned upon by some gamers.

Concede- If a player is losing by at least 21 at half or 17 at the beginning of the 4th quarter than they may request to concede to the other player. This will end the game and the player that conceded will recieve a loss and the other person recieves a win.

DC- When a player quits or leaves a game and the game is not recorded or both players get a loss.

DNF- Did Not Finish; The percentage of games you either quit, or got disconnected on. Friendly quits, concedes or mercy do not raise this percentage.

“Fag D”- Defense that drops more than 8 guys into coverage, usually using defensive lineman, with very little to no rush on the quarterback.

Free Wins- Players that set up two systems and play themselves on two different accounts in order to win every time. This is a much more prevalent practice on PS2 and PS3 than Xbox 360.

Freestyle Players- These players are win at all costs type players, if it is in the game they will use it. These are usually hardcore gamers.

Friendly Quit- Both players agree to quit the game and it is not counted towards your record.

Gauntlet- Tournaments between different clubs.

Glitchers- Players that will quit, leave the game, or expliot flaws in the game which leads to the game not be recorded. These users usually have a large number of wins and very small number of losses.

Gg- Good game

Gh- Good half

Mercy- If a player is winning by at least 22 at half or 17 at the beginning of the 4th quarter they may request mercy. If the other player accepts than the game will end and the player that offered the mercy recieves a win and the other recieves a loss.

Money Play- A play that if run correctly works everytime. It is a go-to play usually used when you really need a first down or a touchdown.

Nanos-Defensive plays where a player shoots through the offensive line and is not blocked usually resulting in an easy sack.

Rep- Reputation

Rocket Catch- a form of user catching that is impossible to stop if done right. Throwing the ball up high, and turning around and catching it before the CB can make a move on the ball.Run it/re- Rematch

Skunked- When you are up by more than 21 on your opponent.Straight/Sim Players- Also called str8, these players play the game in a way that is similiar to how NFL games are played on Sundays. They don’t glitch or cheat in any way. These are usually casual gamers.User- to control a player (instead of letting the cpu do it for you) while they make a catch, tackle, sack, pick etc.There are so many madden terms out there that we are sure to have missed a few, so leave us a comment with the word and the definition and we will update the post as the comments come in.